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vkd3d-shader/hlsl: Use swizzle helpers in more places.
This commit is contained in:
committed by
Henri Verbeet
parent
a905a78a96
commit
474a0ac4e2
Notes:
Henri Verbeet
2024-12-12 17:48:24 +01:00
Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1297
@@ -4007,8 +4007,8 @@ void hlsl_add_function(struct hlsl_ctx *ctx, char *name, struct hlsl_ir_function
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uint32_t hlsl_map_swizzle(uint32_t swizzle, unsigned int writemask)
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{
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unsigned int src_component = 0;
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uint32_t ret = 0;
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unsigned int i;
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/* Leave replicate swizzles alone; some instructions need them. */
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if (swizzle == HLSL_SWIZZLE(X, X, X, X)
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@@ -4017,13 +4017,10 @@ uint32_t hlsl_map_swizzle(uint32_t swizzle, unsigned int writemask)
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|| swizzle == HLSL_SWIZZLE(W, W, W, W))
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return swizzle;
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for (i = 0; i < 4; ++i)
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for (unsigned int dst_component = 0; dst_component < 4; ++dst_component)
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{
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if (writemask & (1 << i))
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{
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ret |= (swizzle & 3) << (i * 2);
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swizzle >>= 2;
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}
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if (writemask & (1 << dst_component))
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hlsl_swizzle_set_component(&ret, dst_component, hlsl_swizzle_get_component(swizzle, src_component++));
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}
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return ret;
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}
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@@ -4076,7 +4073,7 @@ uint32_t hlsl_combine_swizzles(uint32_t first, uint32_t second, unsigned int dim
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for (i = 0; i < dim; ++i)
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{
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unsigned int s = hlsl_swizzle_get_component(second, i);
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ret |= hlsl_swizzle_get_component(first, s) << HLSL_SWIZZLE_SHIFT(i);
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hlsl_swizzle_set_component(&ret, i, hlsl_swizzle_get_component(first, s));
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}
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return ret;
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}
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